Zepher Posted October 14, 2013 Posted October 14, 2013 OoC: I understand that you're the largest fan of role playing, but I have attempted to address my troops three times now. A response, however brief, would be highly appreciated. Boomingham leads his sadly silent troops south twice. Quote
Brickdoctor Posted October 14, 2013 Author Posted October 14, 2013 QM Note: Sorry! I don't mind responding, but I had been busy enough that I wasn't paying attention to things outside of battle actions while running the Rounds. "We are knights of Patuqun, as you know; our order has ruled our kingdom for centuries, in the cold lands far to the north-west. Anyone who aspires to rise in rank joins our order. I was born into a ruling family from the southern coast of our land; members of my family who have the resilience to become knights do so out of necessity, for our borders are constantly under attack by Pongcanae." "And I was Sir Abârlômi's squire, the first of my family to become a knight, though we have a long history of lordship and service chronicling the histories of our kingdom." "I am not a lord nor of any significant heritage, merely Kadarphazân's lieutenant." "Although Bur'dazgar is in fact the most experienced knight in our ranks. He will become the next head of our order." "And as our current leader, Sir Kadarphazân will be our next king. In Patuqun, the knights control the politics. The kingship and the position as head of the order of knights is not hereditary; the leader of the knights chooses his successor, and the king is succeeded by the head of the knights. Sir Kadarphazân may have come from a noble family and grown up in the capital, but he like all other knights has attained his position through prowess in battle." Quote
Zepher Posted October 14, 2013 Posted October 14, 2013 OoC: I understand busyness, but it would still be nice if you read the posts in the quest you're hosting. And if you're willing to post a line or two when we talk to the characters, I certainly think it would help the pace along a little - posting a quick sentence or two is certainly easier for me than posting a whole round of combat, and it gives us players something to do while we wait. Boomingham's head swims a little at all the foreign names. "Hel, chaps, you've got some funny sounds in there that I hardly recognize at all, but you can be sure I'll learn them. I want to let you know I appreciate what you're doing, helping us out. I understand its politics and all, but when it comes down to it, soldiers still put their lives on the line. I'v been there before. And as I'm sure Kadarphazân would tell you, it isn't right for a commander to not know his men. So, seeing as you're under me, it gives me a little bit of heart to know who I'm risking. Doesn't make it less of a risk, but I like to know all the same." Boomingham calls out to them as they ride along on their horses (that apparently they have). Boomingham's horse froths at the mouth a little. "Bur'dazgar, you're the tight-lipped fellow I met at the bar. Glad to have you at my side, seemed like you had a good head on those shoulders. Kadarphazân, met you at the inn, but you've of course already more than proven yourself in combat. Sorry that I've barged in and taken your men from you. Abârlômi and... his squire, nice to meet the two of you. You seem to have kept Ellaria safe, so my trust lies in you as well for the time being. Now, a word if you don't mind, Kadarphazân." Boomingham leads his horse alongside the leader of the troop. "I have no doubt that you are aware of the large Mopag force to the south of the city. You'd hardly be a good commander if you weren't, and I have no doubts that you are a good commander. So, in confidence, tell me your thoughts. Will they attempt to combat us, and are we prepared to liberate the city from them if need be?" Quote
Chromeknight Posted October 14, 2013 Posted October 14, 2013 Lord Feraev, there is a second crossbow unit. You need to pin them whilst the others move closer. My Lady, sirs, we wait shall see what the resistance spearmen do, though it will be good to continue advancing. Knights of Patuqun (and Boomingham) move South + move South Elven warriors A attack Pongcanis Crossbowmen B Elven Warriors B (Alexander) Resistance Spearmen A (and Ellaria) Resistance Spearmen B (and Arthur) if Flipz doesn't submit an action, they move SE into the building Resistance Spearmen C (and Throlar) Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân (Nerwen) i'll submit an action for them after Sandy and Duvors have spoken, Brickdoctor. One of the options is to think outside the box and make use of what we have to hand. Both Zepher and I have asked for details of the Paragon's job traits (even if indirectly),especially comand and Aura of Honour, seeing him as a resource affecting, at the very least, Zeph's unit. If this battle suppresses any skills he has, say so and we'll move on. Otherwise, an concrete answer on stats would be very helpful. Quote
Flipz Posted October 14, 2013 Posted October 14, 2013 Arthur's troops move Southeast into the building. "Prepare yourselves--this will be over soon." Arthur's mind was adrift, however. How much more could I be doing if I were more like Vipera, able to coordinate an army through the power of her thoughts alone? If only I knew how to embrace that heritage...if only I knew where it came from. Something felt...well, wrong. Like he'd somehow failed someone very dear to him, and he might not get a chance to rectify his mistake. He turns to Nerwen and Ellaria, whose units were next to him, and speaks, rather than resorting to the Z-mail that had been so useful in coordinating their actions. "Lady Ellaria, Lady Nerwen, you're more closely connected to the realm of the divine magicks than I am...do your gods warn you of anything...wrong? Is there some impending doom marching on Eubric even as we fight to save R'kliff?" OOC: I believe Command allows Paragons to issue orders to NPCs, so technically Zeph's orders could override any of ours, I guess. Aura of Honor is one of the new traits for the Level 40 Veteran Classes--last I checked, it reads: "If all other party members have less than half of their health left, the guardian knight is bestowed with an aura that doubles their own health and draws in all attacks." Which doesn't come into play, because we'd have to lose at least one of the diplomats before we'd be able to use it, and we can't have that. Quote
Sandy Posted October 14, 2013 Posted October 14, 2013 Both Zepher and I have asked for details of the Paragon's job traits (even if indirectly),especially comand and Aura of Honour, seeing him as a resource affecting, at the very least, Zeph's unit. If this battle suppresses any skills he has, say so and we'll move on. Otherwise, an concrete answer on stats would be very helpful. OoC: The Paragon's job traits were updated just recently, so I'm not sure how well BD has been able to adapt them to the mechanics of this quest. Here's the traits that have not been specified in the rule page: Command – The barbarian chieftain can order allied or neutral NPCs to do their bidding; Aura of Honour - If all other party members have less than half of their health left, the guardian knight is bestowed with an aura that doubles their own health and draws in all attacks; Gamble – Each time the rogue thief gains gold, they can take a single gamble of “double or nothing” Ellaria finds her troops being surrounded by allies from almost every directions. "Well, this is certainly not what I meant with wanting to keep flanking..." she grumbles. She tries to find an opening to her troops to reach the crossbowmen, so she orders them to move north-east. Quote
Brickdoctor Posted October 14, 2013 Author Posted October 14, 2013 Boomingham leads his horse alongside the leader of the troop. "I have no doubt that you are aware of the large Mopag force to the south of the city. You'd hardly be a good commander if you weren't, and I have no doubts that you are a good commander. So, in confidence, tell me your thoughts. Will they attempt to combat us, and are we prepared to liberate the city from them if need be?" "Will they attempt to combat us? Most certainly. The Mopag High Council has no representatives here so far as I can tell, and Warlord Kaherdin's goal is to conquer the city for himself. If we defeat the Pongcanae, he will simply have one fewer enemy to conquer, and he could still tell his superiors that he did everything for the sake of keeping safe the settlement to the north. I doubt any of his lieutenants would tell the High Council the truth; they'd be in position to become land owners if the Mopag take over R'kilf. "Are we prepared to liberate the city from them...probably not. They outnumber us three to one. Our best chance lies in the fact that the Mopag are not strategists, and the elves control a fortification prepared to withstand years of siege. I believe that our leaders should stay in the keep to bait the Mopag into attacking it, while our men wait somewhere else to trap them where the elven archers can finish them." My Lady, sirs, we wait shall see what the resistance spearmen do, though it will be good to continue advancing. "Of course; I will leave judgment on how to proceed to you, the experienced heroes." "Well, this is certainly not what I meant with wanting to keep flanking..." she grumbles. She tries to find an opening to her troops to reach the crossbowmen, so she orders them to move north-east. "I believe that the plan, milady, is to allow the elves to pin down the Pogs while we advance; it was necessary for Lady Nerwen to order us held back during the last advance to ensure that the elves were in range." Brickdoctor. One of the options is to think outside the box and make use of what we have to hand. Both Zepher and I have asked for details of the Paragon's job traits (even if indirectly),especially comand and Aura of Honour, seeing him as a resource affecting, at the very least, Zeph's unit. If this battle suppresses any skills he has, say so and we'll move on. Otherwise, an concrete answer on stats would be very helpful. QM Note:No, sorry, this battle's mechanics supersede the powers they have in regular battles, just as you the PCs can't use your heroes' abilities. Quote
Duvors Posted October 14, 2013 Posted October 14, 2013 "Right men, the enemy is ahead, so lets give them hell!" Throlars troops move southeast. Quote
Chromeknight Posted October 14, 2013 Posted October 14, 2013 Throlar! Ellaria is moving there. You can't both move your units into the same area! Diplomats move NE Quote
Duvors Posted October 14, 2013 Posted October 14, 2013 Throlar! Ellaria is moving there. You can't both move your units into the same area! Diplomats move NE "Dammit, change of plans, move due south!" Quote
Chromeknight Posted October 15, 2013 Posted October 15, 2013 (edited) Nerwen hold up her hand to the diplomats as Throlar's unit wheels in the direction they had been heading. Diplomats hold this round. She mutters under her breath Stubborn dwarves that do not listen. Nerwen replied to Arthur. I have received warnings and premonitions from Galadrya before. But I have been a little busy lately to note anything. When this is over we might return to the arboretum to meditate and I will be able to answer your question. Edited October 15, 2013 by Chromeknight Quote
Chromeknight Posted October 15, 2013 Posted October 15, 2013 (edited) Battle order Knights of Patuqun (and Boomingham) move South + move South Elven warriors A attack Pongcanis Crossbowmen B Elven Warriors B (Alexander) attack Pongcanis Crossbowmen A Resistance Spearmen A (and Ellaria) move Northeast Resistance Spearmen B (and Arthur) move South East into the building Resistance Spearmen C (and Throlar) move South Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân (Nerwen) hold Arguably, Aura of honour would apply to Boomingham's unit rather than the battle as a whole. But since that unit is now unlikely to take much more damage, the point is moot. Edited October 15, 2013 by Chromeknight Quote
Brickdoctor Posted October 15, 2013 Author Posted October 15, 2013 Results of Round Nine of the Hunt for the Pongcanae: Knights of Patuqun move south. Knights of Patuqun move south. Elven Warriors A vs. Pongcanis Crossbowmen B — Miss Elven Warriors B vs. Pongcanis Crossbowmen A — Critical Hit ((4*2)-2=6 Damage) Resistance Spearmen A move north-east. Resistance Spearmen B move south-east. Resistance Spearmen C move south. Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân do nothing. Pongcanis Commanders move north-west. The Enemies: Pongcanis Commanders Footsoldiers Level: 5 Health: 10/10 Defense: 3 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Drops: 50 Gold Pongcanis Crossbowmen A Ranged *In a Building* Level: 3 Health: 2/10 Defense: 1 2 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Drops: 30 Gold Pongcanis Crossbowmen B Ranged *In a Building* Level: 3 Health: 10/10 Defense: 1 2 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Drops: 30 Gold The Alliance to Restore R'kilf: Resistance Spearmen A (commanded by Sandy) Footsoldiers Power: 6 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen B (commanded by Flipz) Footsoldiers *In a Building* *Flanking* Power: 6 7 Health: 6/10 Defense: 1 2 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen C (commanded by Lord Duvors) Footsoldiers *In a Building* Power: 6 Health: 5/10 Defense: 1 2 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Elven Warriors A (commanded by Chromeknight) Ranged *In a Building* Power: 4 Health: 10/10 Defense: 3 4 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Elven Warriors B (commanded by Wedge09) Ranged *In a Building* Power: 4 Health: 10/10 Defense: 3 4 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Knights of Patuqun (commanded by Zepher) Mounted Power: 2 Health: 9/10 Defense: 5 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân (commanded by Chromeknight) Diplomats Power: 1 Health: 45/45 Defense: 2 Passive Special: Diplomats must reach the objective without being Knocked Out, or their armies will disband. Below 30 HP, control of the Knights of Patuqun will be lost, below 15 HP, control of the elves will be lost, and at 0 HP, control of the resistance soldiers will be lost. Party leader, choose the order of actions. All combatants, choose your targets for your troops. Also mention if you want to try to move or attempt something else outside the box. Unless otherwise specified, all units can move one hex or attack an enemy in an adjacent hex. Footsoldiers deal double Damage to Ranged units. Ranged units deal double Damage to Mounted units. Mounted units deal double Damage to Footsoldiers. Scouts always take and deal normal Damage. Any city walls cannot be crossed. If you move into a building, you end your turn no matter how many moves you have left, but you receive +1 Defense while in the building. Any diplomats who don't reach the headquarters conscious will no longer support you. Any enemy not targeted will get a Free Action which may or may not be in the form of a Free Hit after everyone has acted. Quote
Chromeknight Posted October 16, 2013 Posted October 16, 2013 Noting that Feraev's unit was yet to hit anything, Nerwen slid through the ranks to stand beside him as the Pongcanis Commanders closed for battle. Shields up! Do not be fazed. battle order Knights of Patuqun (and Boomingham) move South + move South West Elven warriors A (Nerwen) attack Pongcanis Commanders Elven Warriors B (Alexander) attack Pongcanis Crossbowmen A Resistance Spearmen A (and Ellaria) Resistance Spearmen B (and Arthur) if Flipz doesn't submit an action, they attack crossbowpogs B Resistance Spearmen C (and Throlar) Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân move South Quote
Sandy Posted October 16, 2013 Posted October 16, 2013 "Still stuck behind everyone else, it seems", Ellaria sighed. She then moved her troops further north-east. Quote
Wedge09 Posted October 16, 2013 Posted October 16, 2013 Elven Warriors B attacks Pongcanis Crossbowmen A. Quote
Flipz Posted October 16, 2013 Posted October 16, 2013 "Wipe them out, men! One good hit will do it!" Arthur's troops attack Pongcanis Crossbowmen B. Quote
Chromeknight Posted October 16, 2013 Posted October 16, 2013 Nerwen looked back over her shoulder and waved her hand, indicating to Throlar's spearmen that they should move north east Duvors, you asked for the Orc-Lady but you haven't interacted with her. Why did you want her then? Quote
Duvors Posted October 16, 2013 Posted October 16, 2013 Nerwen looked back over her shoulder and waved her hand, indicating to Throlar's spearmen that they should move north east Duvors, you asked for the Orc-Lady but you haven't interacted with her. Why did you want her then? (OCC:Throlar likes orcs, but I've been a little distracted with the battle, preparing to rectify.)"Alex, move your troops to the south, I need my men to get to closing distance as soon as possible!" "Nerwen, if my troops move to the northeast we'll never get within closing distance, there'll always be someone between us and the enemy, and it'll be too cramped in there for us to do anything affective, and if no close combat units engage the troops to the south then the pogs will be able to escape to the south, that last part is highly unlikely considering pog mentality but it is a possibility!" Throlar suddenly noticed that there was an ork in his group. "Ah, nice to see one of the Orocound, may I ask who you are?" Quote
Chromeknight Posted October 16, 2013 Posted October 16, 2013 Look at the bloody map dammit! It's the thing that holds this battle up at Doc's end, if you don't read it you're wasting everyone's time. Throlar! You can't go that way' Alexander's unit is there. Look. Stay put and the elves will move out of your way whilst the Pongcanis commanders are distracted by the knights behind them. Quote
Duvors Posted October 16, 2013 Posted October 16, 2013 Look at the bloody map dammit! It's the thing that holds this battle up at Doc's end, if you don't read it you're wasting everyone's time. Throlar! You can't go that way' Alexander's unit is there. Look. Stay put and the elves will move out of your way whilst the Pongcanis commanders are distracted by the knights behind them. "Right!"Throlar's troops do nothing. Quote
Brickdoctor Posted October 18, 2013 Author Posted October 18, 2013 "Ah, nice to see one of the Orocound, may I ask who you are?" "I am Neristhyra." QM Note: Assuming Zeph follows orders. Results of Round Ten of the Hunt for the Pongcanae: Knights of Patuqun move south. Knights of Patuqun move south-west. Elven Warriors A vs. Pongcanis Commanders — Hit (4-3=1 Damage) Elven Warriors B vs. Pongcanis Crossbowmen A — Damage (3-4=0 Damage) Resistance Spearmen A move north-east. Resistance Spearmen B vs. Pongcanis Crossbowmen B — Hit (7-2=5 Damage) Resistance Spearmen C do nothing. Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân move south. The Enemies: Pongcanis Commanders Footsoldiers Level: 5 Health: 9/10 Defense: 3 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Drops: 50 Gold Pongcanis Crossbowmen A Ranged *In a Building* Level: 3 Health: 2/10 Defense: 1 2 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Drops: 30 Gold Pongcanis Crossbowmen B Ranged *In a Building* Level: 3 Health: 5/10 Defense: 1 2 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Drops: 30 Gold The Alliance to Restore R'kilf: Resistance Spearmen A (commanded by Sandy) Footsoldiers Power: 6 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen B (commanded by Flipz) Footsoldiers *In a Building* *Flanking* Power: 6 7 Health: 6/10 Defense: 1 2 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen C (commanded by Lord Duvors) Footsoldiers *In a Building* Power: 6 Health: 5/10 Defense: 1 2 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Elven Warriors A (commanded by Chromeknight) Ranged *In a Building* Power: 4 Health: 10/10 Defense: 3 4 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Elven Warriors B (commanded by Wedge09) Ranged *In a Building* Power: 4 Health: 10/10 Defense: 3 4 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Knights of Patuqun (commanded by Zepher) Mounted *In a Building* Power: 2 Health: 9/10 Defense: 5 6 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân (commanded by Chromeknight) Diplomats Power: 1 Health: 45/45 Defense: 2 Passive Special: Diplomats must reach the objective without being Knocked Out, or their armies will disband. Below 30 HP, control of the Knights of Patuqun will be lost, below 15 HP, control of the elves will be lost, and at 0 HP, control of the resistance soldiers will be lost. Party leader, choose the order of actions. All combatants, choose your targets for your troops. Also mention if you want to try to move or attempt something else outside the box. Unless otherwise specified, all units can move one hex or attack an enemy in an adjacent hex. Footsoldiers deal double Damage to Ranged units. Ranged units deal double Damage to Mounted units. Mounted units deal double Damage to Footsoldiers. Scouts always take and deal normal Damage. Any city walls cannot be crossed. If you move into a building, you end your turn no matter how many moves you have left, but you receive +1 Defense while in the building. Any diplomats who don't reach the headquarters conscious will no longer support you. Any enemy not targeted will get a Free Action which may or may not be in the form of a Free Hit after everyone has acted. Quote
Duvors Posted October 18, 2013 Posted October 18, 2013 "Ah good, my name is Throlar, nice to meet you, may I ask how you joined the resistance?" Quote
Chromeknight Posted October 18, 2013 Posted October 18, 2013 (edited) A strike! Well done! Now let the knights have them. battle order Knights of Patuqun (and Boomingham) attack Pongcanis Commanders + attack Pongcanis Commanders Elven warriors A (Nerwen) move south Elven Warriors B (Alexander) attack Pongcanis Crossbowmen A Resistance Spearmen A (and Ellaria) I am guessing she will move SE Resistance Spearmen B (and Arthur) if Flipz doesn't submit an action, they attack crossbowpogs B Resistance Spearmen C (and Throlar) move SE, staying in building Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân move South East Zeph posted in R&D that he'd be patchy for a bit and that I had Boomingham until he returns. Though in the absence of bad rolls, this will probably be the last round anyway. Edited October 18, 2013 by Chromeknight Quote
Duvors Posted October 18, 2013 Posted October 18, 2013 "Forward march!" Throlar's men go to the south-east. Quote
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